-
-
Hi, author.
First of all, cheers on such an awesome work.
I've managed to obtain textured mesh from an existing geometry. The results are as follows. The right is from this project and the left is f…
-
I wonder if we shall be ambitious and make taichi_three more versatile for becoming the standard of "rendering pipelines" in Taichi (although there'll be overheads compared with a true GPU rendering p…
-
this is a suggestion:
The standard default PBR material is too heavy for platforms such as the Oculus Quest, using it causes significant frame rate drops even on simple geometry.
shader: flat i…
-
Building off #11, a styler for textured quads will be created. It will take lots of individual vertices and then expand them using a geometry shader. For the time being, this styler will use PBR shadi…
-
希望可以提供比较方便的自定义Shading Model的方式。
-
## 1.39 Proposal for non-pbr library
Placeholder for proposal to add in a new core library to support non-pbr shading graphs.
1. This includes the idea to support an "unlit" shader which allows …
-
`dev` is a current active working branch for Tydra https://github.com/syoyo/tinyusdz/tree/dev/src/tydra , especially OpenGL/Vulkan friendly data structure conversion.
Tydra provdes a handy logic t…
syoyo updated
3 months ago
-
Hi there! ;)
I saw that SSAO is coming, good! Just wanted to put an emphasis on the fact that SSAO should not be part of `PostProcessingEffects` as it should not be applied on the final image color b…
xoofx updated
8 years ago
-
First of all many thanks for this sample!
At [Wonder Media](http://wondermedia.tv), we are using DirectX 11 for our custom render and animation engine that uses glTF as model files, and we also ma…